I decided to get with the times and I upgraded to Windows 10 and I'm now using Visual Studio 2015 Community Edition. I've upgraded Torque 6 to the latest bgfx with early DX12 support. Torque 6 is now functional with both DX11 and DX12. The performance isn't great in DX12 yet, but it's still a work in progress for the bgfx author. The below screenshots are running in Debug mode.

Sorry for posting this here but I am not sure if this is an issue or my card (an old HD5770) is not supported.
The 18/9 build crashes complaining about an error at shader compilation (0x80004002 = No such interface supported?)

@ Gav : woo! my first bug report! At first glance it looks like a failure from inside the shader compiler. It's currently set to select the best API for the platform, so I'd be a little surprised if it picked Direct3D11 but can't compile shaders for it.

You can comment out the first line and uncomment whichever renderer you want to try. See if there is any difference between them. I'll be honest I haven't tested the latest code on any platform other than my own computer so it's possible I introduced the bug in a recent commit. In a few hours I'll clone it on my laptop and see if there's any issues there.

With bgfx::RendererType::Direct3D9 shaders are compiling but i get this

I tested this also on a 9800GT (on D3D9 too) and the scene renders correctly but without the material shapes (the spheres).
But i guess this issue is unrelated with the first one since the 5770 is a D3D11 capable card.

EDIT: I forgot to write that the terrain plugin did not compile because of a missing include at Terrain.h

Cool that screenshot is not as scary as it looks. I use RGBE compression to pack HDR color values into an RGBA8 buffer and thats what it looks like when it hasn't been decoded and tonemapped. Can you post a console log?